I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "UE3:SkeletalMeshActorMAT (UDK)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
 
m (1 revision: class descriptions for UDK January update (part 5))
 
(One intermediate revision by one other user not shown)
Line 15: Line 15:
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
  
<!-- enter variable description -->
+
Array of Slots
  
 
===Subobjects===
 
===Subobjects===
Line 47: Line 47:
 
==Functions==
 
==Functions==
 
===Native functions===
 
===Native functions===
====MAT_BeginAnimControl====
 
{{code|native function '''MAT_BeginAnimControl''' ([[array]]<{{cl|AnimSet}}>&nbsp;'''InAnimSets''')}}
 
 
Start AnimControl. Add required AnimSets.
 
 
====MAT_FinishAnimControl====
 
{{code|native function '''MAT_FinishAnimControl''' ()}}
 
 
End AnimControl. Release required AnimSets
 
 
 
====MAT_SetAnimPosition====
 
====MAT_SetAnimPosition====
 
{{code|native function '''MAT_SetAnimPosition''' ([[name]]&nbsp;'''SlotName''', [[int]]&nbsp;'''ChannelIndex''', [[name]]&nbsp;'''InAnimSeqName''', [[float]]&nbsp;'''InPosition''', [[bool]]&nbsp;'''bFireNotifies''', [[bool]]&nbsp;'''bLooping''')}}
 
{{code|native function '''MAT_SetAnimPosition''' ([[name]]&nbsp;'''SlotName''', [[int]]&nbsp;'''ChannelIndex''', [[name]]&nbsp;'''InAnimSeqName''', [[float]]&nbsp;'''InPosition''', [[bool]]&nbsp;'''bFireNotifies''', [[bool]]&nbsp;'''bLooping''')}}
Line 78: Line 68:
  
 
===Events===
 
===Events===
====BeginAnimControl====
+
====Destroyed====
{{code|simulated event '''BeginAnimControl''' ([[array]]<{{cl|AnimSet}}>&nbsp;'''InAnimSets''')}}
+
{{code|simulated event '''Destroyed''' ()}}
  
'''Overrides:''' {{tl|BeginAnimControl|SkeletalMeshActor}}
+
'''Overrides:''' {{tl|Destroyed|SkeletalMeshActor}}
  
Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.
+
<!-- enter event description -->
  
 
====FinishAnimControl====
 
====FinishAnimControl====
{{code|simulated event '''FinishAnimControl''' ()}}
+
{{code|simulated event '''FinishAnimControl''' ({{cl|InterpGroup}}&nbsp;'''InInterpGroup''')}}
  
 
'''Overrides:''' {{tl|FinishAnimControl|SkeletalMeshActor}}
 
'''Overrides:''' {{tl|FinishAnimControl|SkeletalMeshActor}}
  
 
Called when we are done with the AnimControl track.
 
Called when we are done with the AnimControl track.
 +
 +
====PostInitAnimTree====
 +
{{code|simulated event '''PostInitAnimTree''' ({{cl|SkeletalMeshComponent}}&nbsp;'''SkelComp''')}}
 +
 +
'''Overrides:''' {{tl|PostInitAnimTree|Actor|events}}
 +
 +
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner
 +
this is a good place to cache references to skeletal controllers, etc that the Actor modifies
  
 
====SetAnimPosition====
 
====SetAnimPosition====
Line 112: Line 110:
  
 
Called each frame by Matinee to update the scaling on a SkelControl.
 
Called each frame by Matinee to update the scaling on a SkelControl.
 +
 +
===Other instance functions===
 +
====CacheAnimNodes====
 +
{{code|simulated function '''CacheAnimNodes''' ()}}
 +
 +
<!-- enter function description -->
 +
 +
====ClearAnimNodes====
 +
{{code|simulated function '''ClearAnimNodes''' ()}}
 +
 +
<!-- enter function description -->

Latest revision as of 06:48, 17 January 2010

UDK Object >> Actor >> SkeletalMeshActor >> SkeletalMeshCinematicActor >> SkeletalMeshActorMAT
Package: 
Engine
Direct subclass:
SkeletalMeshActorMATSpawnable
This class in other games:
UT3

Advanced version of SkeletalMeshCinematicActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties

Properties[edit]

SlotNodes[edit]

Type: array<AnimNodeSlot>

Modifiers: transient

Array of Slots

Subobjects[edit]

FaceAudioComponent[edit]

Class: Engine.AudioComponent

Inherits from: SkeletalMeshCinematicActor.FaceAudioComponent

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: SkeletalMeshCinematicActor.MyLightEnvironment

No new values.

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: SkeletalMeshCinematicActor.SkeletalMeshComponent0

Property Value
ReplacementPrimitive None

Functions[edit]

Native functions[edit]

MAT_SetAnimPosition[edit]

native function MAT_SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Update AnimTree from track info

MAT_SetAnimWeights[edit]

native function MAT_SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Update AnimTree from track weights

MAT_SetMorphWeight[edit]

native function MAT_SetMorphWeight (name MorphNodeName, float MorphWeight)


MAT_SetSkelControlScale[edit]

native function MAT_SetSkelControlScale (name SkelControlName, float Scale)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: SkeletalMeshActor.Destroyed


FinishAnimControl[edit]

simulated event FinishAnimControl (InterpGroup InInterpGroup)

Overrides: SkeletalMeshActor.FinishAnimControl

Called when we are done with the AnimControl track.

PostInitAnimTree[edit]

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: Actor.PostInitAnimTree

called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies

SetAnimPosition[edit]

simulated event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Overrides: SkeletalMeshActor.SetAnimPosition

Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

SetMorphWeight[edit]

simulated event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

SetSkelControlScale[edit]

simulated event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

Called each frame by Matinee to update the scaling on a SkelControl.

Other instance functions[edit]

CacheAnimNodes[edit]

simulated function CacheAnimNodes ()


ClearAnimNodes[edit]

simulated function ClearAnimNodes ()